Lay on Hands: Can heal up to 45 HP each day, or cure a single disease or poison.

Class Feature

Fighting Style: Dueling: When wielding a weapon in one hand and no other weapons, gain +2 to damage.

Class Feature

Spellcasting: Access to Paladin spells.

Class Feature

Divine Smite: When successfully striking a creature with a melee attack, can expend one paladin spell slot to deal extra radiant damage to the target. +2d8 damage for a level 1 spell slot, extra +1d8 for each level higher, up to +5d8. Extra +1d8 if target is undead or a fiend.

Aura of Protection: Whenever he or a friendly creature within 10 feet of him must make a saving throw, he or they gain a bonus to the save equal to his Cha mod (+5)

Class Feature

Aura of Devotion: Erevan and anyone within 10' of him cannot be charmed so long as he is conscious.

Skills

Skill

Ability

Bonus

Proficient

Athletics

Strength

+7 (+8)

Yes

Acrobatics

Dexterity

+0

No

Sleight of Hand

Dexterity

+0

No

Stealth

Dexterity

+0

No

Arcana

Intelligence

-1

No

History

Intelligence

-1

No

Investigation

Intelligence

-1

No

Nature

Intelligence

-1

No

Religion

Intelligence

-1

No

Animal Handling

Wisdom

+5

Yes

Insight

Wisdom

+5

Yes

Medicine

Wisdom

+1

No

Perception

Wisdom

+1

No

Survival

Wisdom

+5

Yes

Deception

Charisma

+5

No

Intimidation

Charisma

+9

Yes

Performance

Charisma

+5

No

Persuasion

Charisma

+9

Yes

Feats

Feat Name

Ability Score Bonus

Effect

Charger

N/A

Time spent being a Sapphire game Blitzer has started to pay off. When Dashing, can use a bonus action to make a melee attack or to shove. If moving at least 10 feet in a straight line before taking the action, gain a +5 to damage if attacking, +5 feet if shoving.

Bless up to 3 creatures within range. They gain +d4 to any attack or save made before the spell ends.

Evocation

Thunderous Smite

V

Self

Concentration, up to 1 minute

The next time a target is hit with a weapon attack before the spell ends, the weapon booms with thunder that is audible within 300 feet, dealing +2d6 thunder damage and if it is a creature, it must succeed on a Strength save or be pushed 10 feet away from the caster and knocked prone.

Abjuration

Protection from Evil and Good (Oath)

V, S, M (holy water or powdered silver and iron, which the spell consumes)

Touch

Concentration, up to 10 minutes

One willing creature cannot be charmed, frightened, or possessed by aberrations, celestials, elementals, fey, fiends, and undead. Attacks made against the creature by such entities suffer disadvantage. If the creature was previously charmed, frightened, or possessed, they get advantage on any new saving throw against the effect.

Abjuration

Sanctuary (Oath)

V, S, M (a small silver mirror)

30 feet

1 minute

Ward a creature within range against attack. Until the spell ends, anyone who tries to attack the warded creature must pass a Wisdom save or else must choose a new target or lose their attack or spell. Does not protect against area of effects and the spell is ended if the warded creature launches their own attack.

Level 2

Prepared: 9

Slots: 3

Evocation

Branding Smite

V

Self

Concentration, up to 1 minute

The next time a creature is hit with a weapon attack before the spell ends, the weapon gleams with astral radiance, dealing +2d6 radiant damage, which becomes visible if invisible, sheds dim light in a 5-foot radius and cannot become invisible until the spell ends.

Transmutation

Magic Weapon

V, S

Touch

Concentration, up to 1 hour

Touched nonmagical weapon becomes a magic weapon with +1 to hit and damage until spell ends.

Abjuration

Lesser Restoration (Oath)

V, S

Touch

Instantaneous

Touch a creature and end either one disease or one condition (blinded, deafened, paralyzed, or poisoned) affecting it.

Enchantment

Zone of Truth (Oath)

V, S

60 feet

10 minutes

Create a magical zone that guards against deception in a 15 foot radius sphere centered on a point within range. Until the spell ends, a creature that enters for the first time or starts its turn there must make a Charisma save, being unable to speak a deliberate lie if it fails. The caster knows whether the creature failed or passed the save. Affected creature is aware of spell.

Level 3

Prepared: 9

Slots: 2

Abjuration

Beacon of Hope (Oath)

V, S

30 feet

Concentration, up to 1 minute

Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

Abjuration

Dispel Magic (Oath)

V, S

120 feet

Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends.

Evocation

Blinding Smite

V

Self

Bonus Action

The next time a creature is hit with a weapon attack before the spell ends, the weapon flares with bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded until the spell ends. A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.

Evocation

Crusader's Mantle

V

Self

Concentration, up to 1 minute

Holy power radiates from Erevan in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with him, centered on him. While in the aura, each nonhostile creature in the aura (including him) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Evocation

Aura of Vitality

V

Self (30-foot radius)

Concentration, up to 1 minute

Healing energy radiates from Erevan in an aura with a 30-foot radius. Until the spell ends, the aura moves with Erevan, centered on him. He can use a bonus action to cause one creature in the aura (including him) to regain 2d6 hit points.

Save DC

17

Spell Attack

+9

Quick Combat Reference

HP

(89 /89)

STR Save

+5 (+10)

INT Save

+0 (+5)

AC

21

DEX Save

+1 (+6)

WIS Save

+6 (+11)

Initiative

+0

CON Save

+3 (+8)

CHA Save

+9 (+14)

Weapon

Attack Bonus

Damage

Longsword

+8

1d8+6

Javelin

+8

1d6+6

Spell Save DC

17

Spell Attack

+9

Appearance

Erevan's physique screams Sapphire. Having a mother from Avercus meant many hours spent doing physical chores and being taught how to fight even if he never could get the hang of life among his mother's people. Still, built like a seafaring warrior but gaining a noble bearing and air of confidence from his high elf rather has resulted in a young half-elf man who holds his own when entering a room and cuts an intimidating figure in battle, even if he tries to avoid solving problems with violence. Keeping his hair short so it doesn't get caught on his armor and highlighting it with dark green to emulate the high elven war hero he chose his name after, none can say Erevan does not make an impression or fail to inspire confidence. He has a sleeve tattoo on his right arm, a multi-forked lightning bolt etched in the scarring style. He is unaware of its power. Finally, he has tanned skin and sea green eyes.

Background

Born of a father from the Eternal Queendom who is a sage and a mother from the nation of Avercus who is a marine, Erevan has struggled his entire life to impress them, believing himself a failure even though his parents have always been proud of him. He rose to fame upon saving an elven community from a great flood, wading into the rising waters to save what survivors remained even at the cost of his own home and most of his possessions, which were destroyed due to being abandoned in favor of mounting a rescue. He fell to a status of shame among his father's elven community at a very young age when he got into an altercation with one of his cousins, who happened to be among the nobility. A half-elf does not have much clout among the Eternal Queendom, and this got him banished from that particular city. (Although he has since reconciled with his cousin, the law is the law and others nobles still don't like him.)

Exiled from his father's city and unable to return to his destroyed house among his human peers, he is most concerned with the lack of correspondence from both his parents and seeks to discover their whereabouts.